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author | Indrajith K L | 2022-02-27 01:15:31 +0530 |
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committer | Indrajith K L | 2022-02-27 01:15:31 +0530 |
commit | 62ff5245c26c305e35a2903cc64a60cb20718e96 (patch) | |
tree | 9042f9917e77b584b0ceb421166221ef7777a5d1 /libs/moonshine/godsray.lua | |
download | YEAD-62ff5245c26c305e35a2903cc64a60cb20718e96.tar.gz YEAD-62ff5245c26c305e35a2903cc64a60cb20718e96.tar.bz2 YEAD-62ff5245c26c305e35a2903cc64a60cb20718e96.zip |
Initial Commit
* ECS - In-Progress
* GameStates - Skeleton Implemented
* Library Integrations - Completed
* Levels - In-Progress
Diffstat (limited to 'libs/moonshine/godsray.lua')
-rw-r--r-- | libs/moonshine/godsray.lua | 107 |
1 files changed, 107 insertions, 0 deletions
diff --git a/libs/moonshine/godsray.lua b/libs/moonshine/godsray.lua new file mode 100644 index 0000000..6c9f74a --- /dev/null +++ b/libs/moonshine/godsray.lua @@ -0,0 +1,107 @@ +--[[ +The MIT License (MIT) + +Original code: Copyright (c) 2015 Josef Patoprsty +Port to moonshine: Copyright (c) 2017 Matthias Richter <vrld@vrld.org> + +Based on work by: ioxu + +https://www.love2d.org/forums/viewtopic.php?f=4&t=3733&start=120#p71099 + +Based on work by: Fabien Sanglard + +http://fabiensanglard.net/lightScattering/index.php + +Based on work from: + +[Mitchell]: Kenny Mitchell "Volumetric Light Scattering as a Post-Process" GPU Gems 3 (2005). +[Mitchell2]: Jason Mitchell "Light Shaft Rendering" ShadersX3 (2004). + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +]]-- + +return function(moonshine) + local shader = love.graphics.newShader[[ + extern number exposure; + extern number decay; + extern number density; + extern number weight; + extern vec2 light_position; + extern number samples; + + vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px) { + color = Texel(tex, uv); + + vec2 offset = (uv - light_position) * density / samples; + number illumination = decay; + vec4 c = vec4(.0, .0, .0, 1.0); + + for (int i = 0; i < int(samples); ++i) { + uv -= offset; + c += Texel(tex, uv) * illumination * weight; + illumination *= decay; + } + + return vec4(c.rgb * exposure + color.rgb, color.a); + }]] + + + local setters, light_position = {} + + for _,k in ipairs{"exposure", "decay", "density", "weight"} do + setters[k] = function(v) + shader:send(k, math.min(1, math.max(0, tonumber(v) or 0))) + end + end + + setters.light_position = function(v) + light_position = {unpack(v)} + shader:send("light_position", v) + end + + setters.light_x = function(v) + assert(type(v) == "number", "Invalid value for `light_x'") + setters.light_position{v, light_position[2]} + end + + setters.light_y = function(v) + assert(type(v) == "number", "Invalid value for `light_y'") + setters.light_position{light_position[1], v} + end + + setters.samples = function(v) + shader:send("samples", math.max(1,tonumber(v) or 1)) + end + + local defaults = { + exposure = 0.25, + decay = 0.95, + density = 0.15, + weight = 0.5, + light_position = {0.5,0.5}, + samples = 70 + } + + return moonshine.Effect{ + name = "godsray", + shader = shader, + setters = setters, + defaults = defaults + } +end |